This creates a very unnerving mood and makes the reader feel isolated. This description makes it seem like some kind of limbo where the narrator in the story is doomed. The setting is very remote and is described as “unending”. It takes place on a remote bit of land in the middle of the ocean. However like many good writers he is able to paint a very vivid picture of what he is describing and set a mood very well. I have used this as a source on his writing as his work is not visual but is written. This documentary on H.P.Lovecraft covers many of his works and stories. His most notable works included “The Call of Cthulhu” and “The Shadow over Innsmouth”. His first commercially published book was in 1922. He was not as popular while he was alive and only achieved fame after he died. Throughout his childhood he only attended school for a year because of his sickly conditions. At age 3 his father was hospitalised for becoming psychotic so he was raised alone by his mother. He was born an only child with no siblings. Howard Philips Lovecraft, born August 1890, was a horror-fiction novelist who wrote and published many dark stories. I have decided to compare them as similar artists that lived in different times with different ways of expressing their art. I think the level designers for Quake and H.P.Lovecraft both did a great job at storytelling, setting a mood and environment design within their own disciplines (level design and novel writing). Lovecraft wrote many dark fantasies set in fictional and real-world places (mainly New-England). Lovecraft was a novelist in the 1920’s era that published many short stories that were later well known for their horror and dark themes. The world has a very gothic and medieval feel with some Doom-like satanic symbols.Ī key influence of Quake’s design and atmosphere is inspired by H.P.Lovecraft. The setting is a unique blend of sci-fi and fantasy with castles, tombs, factories and industrial fortresses. Lots of the levels have a brown and boring colour scheme compared to Doom’s bright and clashing colours. Some of the levels and design features seem rushed and the boss battles are not interesting. The gameplay of Quake (1996) was not as ground-breaking or new as Doom’s was. This addition of fully 3D environments was a big shift in the way levels were designed, created and played. The biggest addition was the ability to look up and down and also have structures layered on top of another which was impossible on the classic Doom games as they were technically 2 dimensional with no Z axis movement. Everything in the playable space was 3D and no sprites were used for detail like in the classic Doom games. Quake (1996) was the introduction of full 3D maps. The classic Doom games have excellent and innovative level design that used their new technology to create 2D/3D environments that introduced new gameplay, techniques, challenges and ideas. Id Software’s Doom (1993), Doom 2 (1994) and Quake (1996) were the pioneers of their genre. As the Ogre Marksman is considered to be a different Monster, it can be provoked or provoke an Infight with a regular Ogre.Reflecting on my experimentation for fear and level flow, I have decided to research into games that had key influences in level design. The Ogre Marksman does produce a death message, though it does not state anything more than the player's name. The Ogre Marksman is not seen in any level in Quake, yet is found in the list of entities and can be therefore added to custom levels.Īn Ogre Marksman does not make a sound upon detecting a player. In Quake, the Ogre Marksman is a monster very similar to the standard Ogre.
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